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Cyris_Lord 12/06/04 8:34:52 AM
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Novice Member
Joined: 10/19/04 |
Do you think the leveling should be slow or should it be fast, i think it should be slow, but not to slow, so that it takes a lot more than a month to level up all the class to 100 (i want it to take about 5 months if you play for about 5 hours a day if you make the level up real fast and if you want to play the mini-games), but that might be too long
Kujata |
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| Brena (Alexander) Level 52 Red Mage |
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evilthings12 12/06/04 8:39:24 PM
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Apprentice Member
Joined: 10/16/04 |
fast. it makes it more exciting. it was fast but you could get all the way to like level 500 then become god then 1000 and become supergod or something and go back to level one with superstr. and alot more.
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Gamesoft 1/05/05 8:21:06 PM
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Novice Member
Joined: 1/04/05 |
Why cant it be both. In the real world ppl learn at different speeds according to what they're trying to learn and other things. So why cant an MMORPG do the same. Why cant you make it to were every character is born with a diff learning curve for diff stuff depending on the learning curve he will learn stuff faster. |
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pariah_cs 1/05/05 8:51:29 PM
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Novice Member
Joined: 12/25/04 |
game - thats kinda the way some of the games do it now...if you are a warrior...you will learn your "strength based skills" faster then you would your int based skills...and vice versa if you are a mage or something along those lines. Cyris - i kinda agree with gamesoft on this...why not both? however im not so sure about the learning curve...i kinda like the way that EQ and EQII did it with the lower levels being breeze levels and the higher you got the harder it was to level...granted EQ kinda fudged it up a bit with some of the expansions (I saw someone go from 57 to 62 in about 4 hours in PoT) but thats bound to happen...someone will ALWAYS find a cheaper, easier and more efficient way of leveling faster then the average joe - why you ask? well so he can put a leveling guide online and sell it to power gamers who just want to be at the top so they can laugh at all those leisure gamers just playing for fun. If you are working with a total of 100 levels...why not make the first 15-20 of them fairly easy...but increasing in difficulty as you go along...and just make them continually harder as you work up the tree...that makes people appreciate the time and effort they put into their characters more i think.
just my $0.02 pariah_cs |
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fournials 1/23/05 1:29:52 PM
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Novice Member
Joined: 3/06/04
Don't go gentle into that peaceful night, |
Have you seen the way the levelling is done in Anarchy online? You get experience in killing stuff or using tradeskills, and in turn, you earn Improvement points you use in your different skils to raise their efficiency. it could possibly be a blend of this and of the way experience is earned in Morrowind, where you only increase the skills you use... think I would like that...
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AlmightyBob 1/23/05 1:43:55 PM
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Novice Member
Joined: 11/25/04 |
Yes I agree, I think Morrowwind had the right idea. Either get rid of levels completely, or at least remove all level restrictions from items and make it a skill-based game. The problem with having a level-based game is that then all the players join a group and camp in one spot and kill the same creatures over and over and over again because that is the fastest way to gain XP for characters of their level. If you adopted the Morrowwind model (or something like it), it wouldn't matter whether you were playing solo or in a group, and it would (almost) solve the problem of kill-stealing, because you'd get the XP simply for fighting and using your skills rather than actually getting the kill. Generally speaking, however, I prefer leveling to be fast, because it just seems to make it more fun and exciting. If it takes forever to level up, it just feels like a grind; like I'm doing a lot of stuff but not really making much progress. In my opinion having slow leveling just makes the game seem more like work than like what it should be, which is a game. Part of the fun for me is just developing my character and getting new skills and abilities; things that differentiate me from other players. Personally I think it shouldn't make too much difference what level you are; the characters who have been playing for awhile should have more skills and abilities, better equipment, etc., but not so much so that they blow all the lower level characters out of the water. |
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fournials 1/25/05 3:48:30 AM
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Novice Member
Joined: 3/06/04
Don't go gentle into that peaceful night, |
How about that... The levelling could be made in much the same way Morrowind works: that is to say, the levels only apply to the skills, only the levelling in the skills is parabolic. That would mean that you would need only one success in a skill to raise from level Zero to Level One, but would need one success plus two successes to raise from level One to level Two, and so on and so forth, without any real limitation in level limit. Let's say that in a particular skill, you reach level Twenty, that means that you have actually 20% of chance to succeed in doing something. Reaching level One Hundred would mean succeeding every time (100% of chance of success), the following levels would also be interesting, since they would get you something like bigger possibilities to accomplish "critical hits" or special moves, or maybe open way to a new skill. Imagine that you fight a long long time to reach level One Hundred in, say, "Long Sword Wielding" skill. What you gain after reaching this is a new skill called "Parry and Slash", which enables you to accomplish automatically a special counter-attack move if the normal attack is done in the right moment, but with a level zero attachment to it. What you need to do is continue practising "Long Sword Wielding" in order to accomplish some "Parry and Slash"es and raise this new skill. This was an example that went along with swords. New moves can be imagined with axes, pikes, or even spellcasting. imagine what it would be if two spellcasters casted a spell in exactly the same moment: it could possibly end in a sort of "Duel of Will" where both would be locked in a sort of mental arm-wrestling, like in Harry Potter and the Goblet of Fire. Even though all those skills should be accessible to anyone, since they only result in a character trying something new in a desperate moment, the levelling in them should only be made easier after the character reached level One Hundred in the basic competence. It does NOT mean that the levelling cannot take place before, but only that it is much easier to accomplish a special move when you are pretty sure to succeed any time at doing anything basic, than succeeding in creating a masterpiece as your first attempt. Anyone can be lucky once. Or twice. But being lucky everytime requires a very long aprenticeship... |
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balastar_1 2/09/05 3:01:38 PM
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Novice Member
Joined: 2/09/05 |
The level format should be the same as in D&D 3E, you get skill points according to your INT score, and a feat at every 3 levels along with a stat still at the stagnant 4 levels. When you are a D&D fan, you only hope they keep it simple, and realistic!
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| -Balastar |
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fournials 2/10/05 1:08:54 AM
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Novice Member
Joined: 3/06/04
Don't go gentle into that peaceful night, |
because you do think this nonsense babble does make sense? dude, you've gotta explain yourself and make it a little clearer for me who am NOT a D&D fan, but rather a home-made on-demand-custom Pen-and-Paper RolePlaying-Game Fan. If not a Nerd. And a creator by the way, too. Only once edited, but once neverthless...
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Zheritel 2/24/05 1:43:04 AM
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Novice Member
Joined: 2/24/05
STOP RACISM! Kill everyone... |
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| -Zheritel- |
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